And it was possible for teams to tackle objectives in different manners. Busting down doors and beating heads in was challenging, but possible, but so was talking through many situations, or finding back doors into areas the heroes were not meant to visit. Given the game itself was quite long for the time, the sheer replay value of Wake of the Ravager was a massive selling point.

Of course, Wake of the Ravager also wasn’t the most accessible of games. Working on the Advanced Dungeons and Dragons Second Edition ruleset, you’d almost need a mathematics degree at times to make sense of it. As a RPG gamer I loved it, but acronyms such as THAC0 (To Hit Armor Class 0) and understanding that better armour made your armour value go down was difficult for the more casual players to wrap their minds around.